Comments (8)
Or we suppose we can also patch the dep with the branch, if you want that we can also do that 👍
Yes that's what I mean.
Btw the math was correct, the issue was the name of some const values
from hexx.
The screenshot is of pointy orientation, what is the expected behaviour?
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The FLAT_TOP_RIGHT direction has (supposedly, according to the docs) the value of POINTY_TOP_RIGHT
from hexx.
As in, looking at the hexagon guide, it seems that 1, -1 should be pointy's top right, not flat's
from hexx.
Thanks for noticing this, I guess I got confused by all const variants. Could you review #162 ? I'll release a fix afterwards
from hexx.
We're bad at the math ourselves :P We only know if our game works or not. For a patch for our game we just used values directly from the article, if you want someone to review the math you'll need someone else....
from hexx.
Or we suppose we can also patch the dep with the branch, if you want that we can also do that 👍
from hexx.
@ManevilleF Congratulations that fixes it!
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Related Issues (20)
- How to use ColorMesh2dBundle with textures HOT 1
- Mesh can be simplified
- Add mesh scale option
- Example showing how to use sprite sheet for animated tiles HOT 3
- Support irregular hexagons HOT 3
- Center pointy_rectangle to the window and field_of_movement input HOT 2
- field_of_movement algorithm is broken HOT 7
- Pathfinding algorithms should support costs for pairs of adjacent hexes rather than just hexes on their own. HOT 3
- Set orientation and fill area with hexagons HOT 2
- Mesh builders don't work well with offsetted HexLayout
- Fractional version of Hex and a variant in HexLayout for converting pixel to unrounded Hex HOT 5
- Visual artifacts when using sprites HOT 1
- Implement Eq/PartialEq on HexBounds
- Support heightmap mesh generation
- Bevy primitive and/or gizmo HOT 1
- Wrap-around map HOT 2
- Question regarding fract_hex HOT 1
- About OffsetHexMode HOT 1
- Update crate to bevy 0.14 HOT 1
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